Halo: Reach Forum
This topic has moved here: Subject: Imago is garb
  • Subject: Imago is garb
Subject: Imago is garb
  • gamertag: ankerd
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Bringing in Fikst. Bringing back lmao.
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Posted by: con_extreme

Posted by: ankerd123

Posted by: con_extreme

Posted by: boomdeyadah
Posted by: con_extreme
its called predicting there spawns ..

>Predicting spawns
>Dynamic spawns
>lol


spawning is never random ....


Take your mental disability elsewhere.


instantly choosing to attack is a sign of denial and emotionally insecure ..


I really don't care what you have to say. You just think it's good because it's your friends. Go play team doubles on enclosed.

  • 05.05.2012 10:59 AM PDT


Posted by: ankerd123

I really don't care what you have to say. You just think it's good because it's your friends. Go play team doubles on enclosed.


that isn't how i work.

if i think that maps bad, i'll say its bad, i wont defend it if its bad because that would be stupid and blind.

the map isnt bad, it isn't great, its just decent, spawns how ever are fine, static spawning is just spoon feeding people spawn control instead of the people actually learning how to predict them.

pulse is bad
midas is bad
elull is bad
temple is god damn the worst thing to have ever existed

yet, i know the authors :P

  • 05.05.2012 11:02 AM PDT

Posted by: con_extreme
static spawning is just spoon feeding people spawn control instead of the people actually learning how to predict them.
lol

  • 05.05.2012 11:08 AM PDT

Want a cool clan? Join FRAG!

Want a war sim? The best war sim in Halo, Forerunner Conflict.

Just needs static spawns, then it would be amazing. Right now, it's pretty decent.

[Edited on 05.06.2012 8:35 AM PDT]

  • 05.05.2012 11:10 AM PDT

Every single pummel I have is unboosted.
I play GGL. (Grifball)
I hit inheritor 14/1/12. 16 months after release. I have a life fellas.
Every single killionaire I have is unboosted. 22 from grifball, 4 from LD.


Posted by: con_extreme
pulse is bad
midas is bad
elull is bad
temple is god damn the worst thing to have ever existed

yet, i know the authors :P

Congratulations, yet I'm good mates with 90% of fellas that have maps in the Grifball playlist, and I know the other 10%.

Out BR'd, lil boy.

  • 05.05.2012 11:21 AM PDT


Posted by: Inb4BadassBilly

Posted by: con_extreme
pulse is bad
midas is bad
elull is bad
temple is god damn the worst thing to have ever existed

yet, i know the authors :P

Congratulations, yet I'm good mates with 90% of fellas that have maps in the Grifball playlist, and I know the other 10%.

Out BR'd, lil boy.


it isn't hard to get a grifball map into matchmaking, or even build them, they're just big boxs ..

[Edited on 05.05.2012 11:28 AM PDT]

  • 05.05.2012 11:27 AM PDT


Posted by: aBlueBookshelf
con extreme showing once again how he has an extra chromosome itt


you missed me?

  • 05.05.2012 11:33 AM PDT

con you're an idiot, you would probably argue that dynamic spawns on narrows is a good idea

  • 05.05.2012 1:23 PM PDT

spiral out

I can't think of any good community maps off the top pf my head. Now that I think about it, I can't think of any good non-remake original Reach maps.

  • 05.05.2012 1:26 PM PDT


Posted by: X El BaZzA X
con you're an idiot, you would probably argue that dynamic spawns on narrows is a good idea


/wrists

  • 05.05.2012 4:44 PM PDT

Posted by: militaryguns
I'm sorry America is busy helping others in the world and actually making a difference.

Something Canada will never do.

reach is garb

  • 05.05.2012 4:47 PM PDT

Join Halo Haven for all things related to Halo 4


Tell her that If you jingle my bells, Ill promise you a white Christmas - Call Me Venom
The world can't end next month. My yogurt expires in 2013 - Princess Cadence
If Apple invented a car, would it have windows? - Xxembers

I played Imago in a custom a few days ago and I thought it was a decent map. I think it would do better with static spawns but it's not that big of a deal because of how sectioned off the map is. It's one of those box-style arena maps that aren't really affected by dynamic spawns in slayer because of how dispersed the players are.

Haunted were you in that custom with me? Or did you join us later on in the day when we were doing tests on Overkill's map?

[Edited on 05.05.2012 5:04 PM PDT]

  • 05.05.2012 5:00 PM PDT


Posted by: X El BaZzA X
con you're an idiot, you would probably argue that dynamic spawns on narrows is a good idea


-blam!- no, dynamic on narrows create slow campy play because of how big the map is and the base to base gameplay.

@goat, yea, i was there, you mean this game right?

  • 05.05.2012 5:29 PM PDT

Posted by: aBlueBookshelf
Goat was famous. Irie was infamous. Gh0st was FaMaS.

My stats in Halol 4

Typical Waypoint post.
no it's "its got to go" you wouldn't say the "it is got to go" would you?

lol, are you really saying you can predict Reach's dynamic spawns?

No, you can't. Do you want to know why? Because people can spawn behind you, spawn where you're looking at them, hell you can cover every spawn point except one on the map and they'll just spawn at Rockets.

Imago is balls, and anyone who likes it wears pants on their heads.

  • 05.05.2012 5:37 PM PDT

Posted by: Recon Number 54
Life is a journey, if you spend all of it with your nose in your map, you may miss some of the best parts.


Posted by: Gh0st is Bad
lol, are you really saying you can predict Reach's dynamic spawns?

No, you can't. Do you want to know why? Because people can spawn behind you, spawn where you're looking at them, hell you can cover every spawn point except one on the map and they'll just spawn at Rockets.

Imago is balls, and anyone who likes it wears pants on their heads.

Nah dude, it just takes some basic understanding to predict spawns.

  • 05.05.2012 5:42 PM PDT


Posted by: Gh0st is Bad


the things that influence spawns under static are the same things that influence the spawns under dynamic, just with dynamic more of the map is open, if you truely can predict the spawns under static then you can predict them under dynamic.

[Edited on 05.05.2012 5:50 PM PDT]

  • 05.05.2012 5:49 PM PDT

Posted by: aBlueBookshelf
Goat was famous. Irie was infamous. Gh0st was FaMaS.

My stats in Halol 4

Typical Waypoint post.
no it's "its got to go" you wouldn't say the "it is got to go" would you?


Posted by: con_extreme

Posted by: Gh0st is Bad


the things that influence spawns under static are the same things that influence the spawns under dynamic, just with dynamic more of the map is open, if you truely can predict the spawns under static then you can predict them under dynamic.
You are beyond stupid.

There is no influencing Reach's spawn system. I should know considering I have the only semi-functioning Octagon in Reach, and even that's retarded because you can get either a triple kill or just one before they spawn behind you.

  • 05.05.2012 6:05 PM PDT

then how is setting up spawn traps possible then?

you be trollin'

  • 05.05.2012 6:07 PM PDT

Posted by: aBlueBookshelf
Goat was famous. Irie was infamous. Gh0st was FaMaS.

My stats in Halol 4

Typical Waypoint post.
no it's "its got to go" you wouldn't say the "it is got to go" would you?


Posted by: con_extreme
then how is setting up spawn traps possible then?

you be trollin'
You're retarded.

Go back to Waypoint where you belong, you downie.

  • 05.05.2012 6:10 PM PDT


Posted by: Gh0st is Bad

Posted by: con_extreme
then how is setting up spawn traps possible then?

you be trollin'
You're retarded.

Go back to Waypoint where you belong, you downie.

do you have any medical evidence to back up such a clame?

[Edited on 05.05.2012 6:11 PM PDT]

  • 05.05.2012 6:11 PM PDT


Posted by: aBlueBookshelf
Is Imago that map that could be decent but it has dynamic spawns?


It's got semi dynamic spawns.

The entire gold wall is neutral spawning and it has a couple spawns a long the middle line.

That said, those spawns completely break the map.

Even if you don't push passed the half point, they will just spawn your gold and break the control.

Dynamic spawns are simply retarded. They punish you for map control and reward you for dying by spawning you behind your enemies.

This is just another example where a map was tested with bad players, assumed to be good and then thrown into one of the only playlists where the best of the best match the best of the best. It makes the gameplay retarded.

I'm sorry, but you lesser skilled players will never understand how single digit onyx works so stop trying to act like you do.

[Edited on 05.05.2012 6:49 PM PDT]

  • 05.05.2012 6:41 PM PDT

Still better than you.

.....most of you, at least.

OK, con_extreme, you're getting attacked from most sides right now, because you're talking out of your arse. The rest of the guys are angry, but I'm not, so I'm going to try and explain to you why dynamic spawns are bad. Please note that I haven't yet had a cance to play Imago, so I can't talk specifically about that map, but in general, dynamic spawns don't work, and are unpredictable.

When you have static spawns, spawn prediction is normally about controlling your base, and a central area on the map, and then watching how the other team is spawning, and then locking them into a pattern through different spawn points. It's a pretty simple matter, but if you do it wrong, then you often end up screwed. The easiest way to predict spawns is always to find the furthest spawn from the place the enemy last died at, though other things affect this, as I'm sure you know.

Now, in dynamic spawns, this "furthest spawn" thing tends to apply still. The problem is that the game will, I repeat, will randomly decide at one point that the furthest spawn is on the other side of the map, behind you, rather than on the enemies side of the map. You have absolutely no way of knowing when this change is going to occur, which is the problem. Once it occurs, assuming you don't get raped, you can just set up again, facing the other way, but then the spawn switch could happen again.

Basically, while the enemy is spawning on one side, spawn prediction is fine. However, it's impossible to predict when the spawn switch will occur, and this is waht ruins map control on dynamic spawn maps.

  • 05.05.2012 6:49 PM PDT

Now this is interesting, you mean you haven't figured it out yet? Okay, the spawning only becomes dynamic when you push too far out of your base into the enemy base. Me and my fellow friends observed this during gameplay, spawn trapping is effective if you have 1 player moving in the back of the base controlling those spawns, one by the sniper tower glaring at rockets and the other two controlling gold. If you push too far out from your base and start controlling the othersie then yes they will spawn behind you.

You have no understanding of how spawning is actually influenced. Spawn proximity, spawn clustering, death influencers, distance influencers and LOS influencers all control on how you spawn. There is also one additional thing that helps keep spawns semi-static, weak-respawn zones which keep opponents from spawning behind you in a team trap. BUT, that is if you have one teammate controlling those spawns nad that you do not push into their base. Only then will the trap work well for your team.

In other words, the map has some static spawning. If you ever took the time to actually look at the map in forge then you would know this.

  • 05.05.2012 6:50 PM PDT

I did look at it in forge. I also saw that they have a respawn area diaganally across the map.

There is no point in pushing at all on that map. If you sit back, until rockets spawn, your team can still win. No competitive game shoudl reward a team for playing like -blam!-s. Teams should have to have control to perform well.

If your team does have control and are trying to clear out a base, they shoukd be forced to split their sights to kill someone behind them because of a spawn. Being a flanker takes skill. Spawning behind someone does not.

  • 05.05.2012 6:58 PM PDT